:''High-ganking activity systems'' use suicide tackle and decloakers, so DST pilots should check for high-gank activity systems on a route before traversing with PX freight in cargo (Uedama as the primary example)

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Remember these important attributes about these DSTs:

Remember these important attributes about these DSTs:

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== Cloak+MWD Mechanic & MJD ==

== Cloak+MWD Mechanic & MJD ==

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:'''Deep Space Transport''' should be equipped with a Cloak and a Microwarp Drive to perform the MWD+Cloak trick. A MJD is also acceptable in High Sec with a strong tank. See this video for a tutorial on how to do the MWD+Cloak trick. https://www.youtube.com/watch?v=qDZ0r4tavJE

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:'''Deep Space Transport''' should be equipped with a Cloak and a Microwarp Drive to perform the Cloak+MWD Mechanic. See this video for a tutorial on how to do the Cloak+MWD mechanic. https://www.youtube.com/watch?v=qDZ0r4tavJE

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:Dual-Prop DST fits utilizing an MJD may allow a DST to survive the initial volley of incoming DPS while still successfully MJD'ing out.

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:*Most DST ganks currently use scrams to disable MJDs, so it will not always work

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= '''BR - High Sec/Low Sec/Thera''' =

= '''BR - High Sec/Low Sec/Thera''' =

Latest revision as of 10:18, 21 May 2020

Part of hauling with Push Industries is knowing how to protect your assets (namely your ships). As a Pusher you will have to fly a freighter as well as provide 1 billion ISK or more as collateral for the contract you accept. However, the reward for the courier may be as little as just a few million ISK. As a jump freighter pilot (JF Pilot) you will be flying a jump freighter worth much more than a normal freighter and in more dangerous space. The safety of the assets you use to deliver contracts (your ships) is very important and it is necessary that you try to protect your ships.

Freighters

Freighter pilots make up the backbone of PushX, moving more m3 through more systems than any other class of freight. Despite the relatively low skill requirements for a freighter pilot, the in-game knowledge necessary to be a top notch freight pilot remains high.

PushX only operates freighters in High-Sec, so our asset protection procedures will focus solely on the dangers in High Security Space.

Types of Freighter Ganking

In High Sec, there is a danger of a "freighter gank" where a group of players aim to immobilize and destroy your freighter before CONCORD arrives on grid to destroy all of their ships. Multiple groups exist who practice various techniques with great success, and immediately afterwards they will use other characters to loot your freighter wreck for profits to fuel their next gank. Long standing examples of this have happened in Niarja, Uedama, and many of the 0.5/0.6 systems on the major trade routes, but even higher true-sec systems, up to and including 1.0 systems, are not immune from freighter ganking.

Several types of freighter ganking methods exist.

Bump and Gank

The bump and gank method is the most common type of freighter gank. Typically, a Machariel will bump your freighter out of alignment to prevent your ability to warp. This then allows a group of DPS ships, often Catalysts, Coercers, stealth bombers, or Talos, to warp in and destroy your freighter.

The type and number of DPS ships will vary depending on the system and your freighter type and fit

In the September 11, 2019 patch, CCP added a 3 minute max warp timer, so a bumper has only 3 minutes to bump you before they must either gank you or utilize suicide tackle to restart your 3 minute warp timer.

Suicide Tackle and Gank

The Suicide Tackle and Gank is the most common method utilized by Jason Kusion in Uedama, and pilots need to be acutely aware of how it works.

A suicide tackle ship, often a Blackbird, Maller, Moa, or Procurer, will apply tackle to your freighter as soon as you initiate your warp from the gate.

The suicide tackle ship has often been observed to be the scanner ship from the previous system following the freighter into Uedama.

An awaiting DPS fleet will warp in and destroy your vessel prior to destruction of the suicide tackle by gate guns or CONCORD.

This fleet is typically located on short d-scan from the gate and is a certain sign of an impending gank.

Bait Courier Contract Gank

In this case, the alt of a ganker will create a public courier contract with a relatively high reward, but with a volume that typically requires a double or triple expanded freighter. The collateral value of the courier contract will be excessveily high, 5-20 billion ISK. An unaware pilot will accept the contract due to the high reward, only to discover that the contents of the courier do not match the value of the collateral. They will be subsequently hunted and ganked using one of the methods above. The freighter pilot is forced to fail the courier contract, resulting in the collateral being kept by the gankers.

Never trust a high reward, high m3, high collateral public freighter contract, particularly ones which require travel through 0.5/0.6 systems

Always check the issuers of a contract for past scam activity

The contents of these couriers will frequently be assembled containers, with additional random items outside of the containers but still in the courier wrap that allow a gank scanner to identify the target freighter with their contract.

Duel Scam Gank

With the addition of the Duel Invite system, enterprising players have attempted to scam unsuspecting players into accepting a Duel Invite for "assistance" - and then the assistance arrives in the form of armed combat and the destruction of their freighter.

Duel Scams often start with a bump machariel bumping you

Another "friendly" pilot will convo you and assure you that he is there to help

Once the duel invite for assistance is accepted, the same "friendly" pilot will begin to kill your freighter without CONCORD interferance

The bump machariel and the "friendly" pilot will often by the same person behind the keyboard

Methods to Avoid Ganks

There are no assured ways to ensure your freighter is never ganked, but PushX recommends some best practices to help minimize the risks.

Make Safe Cargo Decisions

Ganking groups utilize scanner alts - characters located on gates throughout New Eden, in ships equipped with cargo and ship scanners - to determine the value of your ship and your cargo before you travel through ganking hotspots. These are often identified as Blackbirds, Herons, or Maulus sitting at zero on gates and targeting/scanning ships and freighters.

Gankers are attracted to certain conditions and they are usually (but not exclusively) the following

If a freighter cargo is worth more than 2 bil

if a freighter cargo is double wrapped, or has a container inside of a courier wrap

A freighter should never have more than 2bil ISK in cargo at any time. Once a freighter has more than that, it becomes a gank target.

PushX limits freighter cargo to 2Bil ISK and haulers should not exceed this amount when carrying more than one contract

A freighter should never carry double-wrapped couriers, or a courier with an assembled container in it. Gank scanners view these as potentially being over 2B in value, or contents worth hiding from gankers. If a contract is double wrapped it can not be scanned and they will likely assume that you have something valuable and usually try to gank you.

Gankers will frequently gank the ship to see what is inside.

It is recommended to not double wrap a contract in a freighter, and PushX specifically forbids double-wraps in freighter class contracts.

PushX disallows customers from using containers in freighter class contracts.

A freighter pilot should ideally be in a fleet of its own before undocking.

This further isolates a freighter character from efforts to warp it away from safety or detract from your ability to pilot safely.

Use a Webbing Alt

The use of a webbing alt is highly recommended when passing through hotzones such as Niarja or Uedama. A webbing alt (or webber) can be any ship with 3 or more 55-60% stasis webifiers on it. After a stargate jump if you activate the webs on your freighter, the freighter's max speed will be reduced allowing it to get into warp nearly instantly. Here is a video demonstrating the tactic. To web your freighter without getting CONCORDed your webber must be in the same corp as your hauler or your webber must accept a duel from your hauler.

PushX recommends pilots utilize a ship with a web range bonus

This includes the Cruor, Hyena, Ashimmmu, Vigil Fleet Issue, Huginn, and Rapier, in order of least to most preferred

This class of ship must be fitted with appropriate buffer tank to ward against casual, low-cost ganks of your webber

This class of ship must be fitted with a minimum of 3 stasis webifiers, ideally 55-60% webs, in order to effectively web any freighter or freighter fit into an immediate warp

While training for a proper web ship, a fast frigate with a MWD can do but they should only be used while you train for a better webber. A squishy frigate can and will easily be popped, and is not as easy to apply immediate, effective webs

Rapier offers the most benefits for a webbing ship and is recommended. Frigates are not recommended as a permanent webber but can be used for our pilots with less skill points while training for a proper webbing ship.

Webbing is a useful tool but it is not recommended to web all the time or when is it not needed.

A freighter being webbed on every gate can draw attention to the freighter as it looks as though it has valuable cargo.

If a freighter is being webbed, ganker scanners can not scan the cargo and assume the freighter is carrying high value cargo so gankers may form a whole fleet and pull out all the tricks to kill the freighter, including suicide tackle. Then, even if the freighter is found to not have valuable cargo gankers will probably still kill it for fun since a fleet has already been formed.

PushX policy for Pushers is to only web on gates when needed to avoid danger

A Webbing Alt is your most valuable scout

A Webbing alt will notice the presence of a bumping machariel prior to your freighter entering the system, allowing you to prepare to web safely past them. This helps you avoid Bump and Gank efforts or Duel Invite Scam efforts.

A webbing alt will also notice the signs and symptoms of a Suicide Tackle and Gank effort. The presence of the DPS fleet on short-dscan from the gate, combined with obvious suicide tackle ships at zero on the incoming gate are giveways that your freighter is in danger

If your freighter pilot has been cargo scanned in the previous system, and your scout is seeing the signs of a Suicide Tackle Gank, your freighter is in danger

A webber as a scout can ensure that your freighter does not jump the gate into a Suicide Tackle and Gank setup. A webber cannot defeat suicide tackle, but it can help ensure a freighter does not enter the system.

Log Off Trick

If you are being actively bumped, a webber will no longer work. Never take a duel from somebody that is offering to help you (with webs or anything else) that you do not know and trust. Another option to try is the log off trick.

If certain conditions are met your ship will disappear from space after 1 minute even if your ship can not warp or is locked by another ship. There are a few steps to the log off trick.

You can not have any timers.

If you have webbed yourself you will have a 15 minute log out timer. Since webbing after a bump does not help anyways, it's best to not web after getting bumped because that will prevent you from doing the log off trick without having to wait 15 minutes.

Stop the warp on your ship by hitting Control+Space.

Open Esc menu and click "Log Off", NOT Safe Log Off.

If these steps are followed your ship will disappear from space after 1 minute even if your ship is locked.

This trick will work if the other players are bumping you just for fun or ransom

The log trick can be negated by the aggressors shooting your freighter with a rookie ship, thus giving you a timer and preventing your ship from disappearing.

It is not recommended to use this trick in systems where gankers are actively using suicide tackle, such as Niarja or Uedama, as the odds of your ship being aggressed in under 60 seconds are quite high, negating the effectiveness and safety of the mechanic.

DST - High Sec/Thera

DSTs should stay in high sec.

That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.

NOTE: DSTs no longer do contracts to or from low sec. Due to advances in low sec gate camp techniques, DSTs are not safe in low sec.

This includes DST utilization for carrying multiple X-Small contracts.

DST are allowed to accept and haul multiple X-Small/Small contracts for contiguous HS to HS couriers while remaining under our HS Small Collateral Limit (10B).

This is NOT allowed for LS to HS X-Small couriers

DST do not ever go to low-sec while carrying any PushX freight except Thera contracts

Active-Brain Hauling

With the nerf to resistances, DSTs have lost significant EHP values.

Corp DST fits have been updated accordingly, but no fit can save you for bad piloting.

It is important to utilize the proper cloak+MWD mechanic with DSTs at the majority of HS gates

Once you jump a new gate, it is critical to actively check for system safety before hitting warp:

Use dscan to check for ganking ships on close-DSCAN - are there 10 tornadoes on dscan?

Use your eyes to look for suicide tackle on the gate - is there a slasher, moa, or maller sitting there, with 30 catalysts on dscan?

Use your eyes to check local for large groups of known gankers.

The majority of systems in/around Jita are best traversed with a cloak+MWD procedure by default.

Alternate routes that avoid common ganking gates may be advisable, such as going to Maurasi first instead of using the Perimeter/Jita gate interchange.

Lower security status and common ganking systems like Uedama, Niarja, Bagodon, etc, should also use cloak+MWD by default

In empty or near-empty backwater systems, a dual-prop AB warp can be safely utilized.

High-ganking activity systems use suicide tackle and decloakers, so DST pilots should check for high-gank activity systems on a route before traversing with PX freight in cargo (Uedama as the primary example)

Remember these important attributes about these DSTs:

DSTs have bonuses to overheating that affect tank and propulsion mods. They have a large Power Grid so they are ideal for fitting large tank

Instadock/Undocks can make things safer for DSTs at station but if you have tank activated then usually you will be ok.

Cloak+MWD Mechanic & MJD

Deep Space Transport should be equipped with a Cloak and a Microwarp Drive to perform the Cloak+MWD Mechanic. See this video for a tutorial on how to do the Cloak+MWD mechanic. https://www.youtube.com/watch?v=qDZ0r4tavJE

Dual-Prop DST fits utilizing an MJD may allow a DST to survive the initial volley of incoming DPS while still successfully MJD'ing out.

Most DST ganks currently use scrams to disable MJDs, so it will not always work

BR - High Sec/Low Sec/Thera

Blockade Runners should not be used in Null Sec because of bubbles. Even with a cloak, bubbles greatly increase your risk. BR contracts should stay in the highest security of space that the contract allows. That means High Sec contracts should not be taken through Low Sec as a shortcut. The customer is being charged for the safest route.

Remember these important attributes about these ships:

BRs are not scannable and fit a Covert Ops cloak meaning they can warp cloaked.

Instadocks/Undocks

Using specialized bookmarks to immediately warp away from a station or immediately dock are key to flying a BR properly.

Blockade Runners are particularly vulnerable on station because they have little EHP. Instalock Tornadoes will often try to one shot kill BRs that are docking or undocking at station.

Cloaking

Blockade Runners should always have a Covert Ops Cloak and should always use it. Blockade Runners usually die to insta-lock Tornadoes on station or gates. Blockade Runners' cargo can not be scanned so gankers never know what you have or if you are empty and will gank you on chance. For this reason, you must use the covert-ops cloak for each warp.

Lowsec

Some dangers in low sec are gate camps and station camps. Scouting is always recommended and knowing the proper procedures for flying industrials is important. For small deliveries to Low sec you should always use a proper ship with a proper fit.

If necessary, warp to a station at 100km while cloaked to view the activity on the station before warping your hauler there.

Thera Dangers

Our only wormhole serviced is Thera which has a mix of Low Sec and Null Sec risks. Entrances can be heavily camped at times, especially when they are near trade hubs. There are also interdiction spheres (bubbles) as in Null Sec which usually occur around stations.

PushX has many Thera safe spots in corp bookmarks which can be used to bounce celestials to avoid landing in bubbles. Haulers should never warp from the wormhole to the station as a bubble could be placed there. Always use an interceptor alt to scout entrances and stations before entering or warping in Thera.

DST pilots should also be advised that High Sec wormholes will not accept your ship through if its stability has been compromised.

Nano

We offer a service for small contracts up to 110m3 everywhere in New Eden. We have a mandatory corp fit for Nano contracts.

Bubbles (Null Sec)

Null Sec will often have bubbles on gate. Most interceptors have an immunity to bubbles that overcomes this danger. Combat interceptors do not have the nullification bonus.

Instalock tackle on gate

There can be very quick lock tacklers on gate in LS or NS usually with a gate camp. To avoid this your interceptor must be sub 2s align time.

Smartbombs

There can be battleships with smartbombs equipped sitting a gates to destroy your ship as you warp to the exit gate. Our corp fit will have some tank to handle multiple battleships (usually 3) but some camps can be larger. To avoid this you can warp to a different celestial that is not in line with the gate then warp to the exit gate. This will cause you to come in at a different angle away from the battleships.

Jump Freighter

Jump Freightering takes planning and patience. Never rush through a JF contract as a small mistake can lead to a devastating loss.

Types of JF Ganking

High-Sec

Bump Machariels may attempt to bump a JF to prevent warp and give time for a gank fleet to arrive

Insta-lock suicide tacklers may be pre-staged on certain gates to ensure a JF remains tackled while a gank fleet warps in to kill the JF. This is frequently done in high-JF traffic systems near Jita to catch JFs attempting to reach Jita.

Signs and Symptoms of a HS JF suicide tackle fleet include:

2-3 Procurers, Moas, Hawks, or Mallers sitting at zero on a gate

A large number of Talos or Tornados located on short-dscan range of the gate

A Mobile Scan Inhibitor (dscan inhibitor) anchored on short-dscan range of the gate, used to obscure the large number of Talos or Tornados which are located near to the gate

A large number of known gankers located in local chat, such as Jason Kusion, The Tax Collectors, etc

Low-Sec

Recon Cynos on undocks will bring in multiple capitals or supercapitals to attempt to alpha a JF pilot who sloppily undocks and warps to a gate, or who selects a poor cyno position on certain station models and bumps outside of docking range

Capital Ships with capital MWD or FAX with triage may undock behind a JF in an attempt to bump the JF outside of docking radius

Machariels and Omen Navy Issue may be located near the out-gate to High-sec in certain low-sec system and will attempt to bump a JF outside of gate jump range

Null-Sec

Catch and Drag bubbles are frequently used to catch JFs warping between Structures or celestials in null-sec.

Stations with short undock radius may be bubble camped to catch or trap JFs from exiting

Prefer Lowsec

JFs should use cynos in Low Sec to travel as much as possible. Avoid gating your JF through High Sec as much as possible. Our JF prices are price-pointed to meet this security requirement. If leaving from Jita you should usually jump your JF directly to a Low Sec system on your route, particularly when your JF is carrying PushX freight.

Cynos and Docking/Undocking

There is the danger of having your cyno ship destroyed before, during or after your jump, having your freighter bumped off station, or being station camped.

Here are some guides that help with cyno placement and knowing the dangerous stations for cynos and undocking.

Bait Cyno Beacon Traps

Pharolux Cyno Beacon Upwell Structures can cause issues as some of them are traps to catch JF pilots who are not careful. Pharolux Cyno Beacons can be configured via Access Control List (ACL) to Public, so some enterprising players set traps hoping a JF pilot will accidentally jump to their bait cyno beacon rather than the JF pilot's fleet cyno. These are usually found in range of trade hubs such as Jita, but can be located anywhere in Sov Null-sec. If you right click the capacitor it will show all valid jump beacons in range along with your in fleet cyno. If you click the wrong one you will most likely be killed by landing in a trap.

. To use fleet broadcast, have your cyno alt broadcast the cyno beacon after lighting it, then your JF right clicks the fleet broadast and select jump.

. To use the watchlist method, add your cyno alt(s) to the watchlist, and right click and jump to any watchlist member with an active cyno.

Exit Cynos in High Sec

One of the most effective ways to get your JF out of danger in High Sec is by jumping to a cyno in Low Sec and away from potential aggressors. Exits cynos should be in place before your JF enters High Sec. Be sure to use our route tool found in PIR to show you where to place your exit cynos. We have some citadels in strategic locations to assist placing e-cynos. An e-cyno can sit tethered on a citadel for safety while it waits.

When gating through required High-Sec systems, Pushers are required to ensure they have an in-range e-cyno available.

Using a scout or webber alt to check systems before your JF takes the gate into them is a great first step in avoid bumpers and insta-lock gank traps.

Escaping traps safely using an Insta-Jump

The best technique for a JF pilot to escape danger in High Sec is to use an Insta-Jump to an exit cyno. Insta-point gankers can counter your insta-webs. The winner of that will be whoever has a better ping, and in the event of a similar ping, the tackle will defeat the webs.

The Insta-Jump to Exit cyno will only save you if you use it properly. JFs are most vulnerable when taking gates in High-Sec

Ensure that at every gate in High-Sec, you utilize dscan, check the ships on the gate, and check for known gankers in local before breaking your 60 second gate cloak

If any of the Signs and Symptoms of a Insta-Lock JF gank are present, a JF pilot should immediately being the process of the Insta-Jump

JF pilots are strongly encouraged to practice the Insta-Jump on SiSi to ensure competency, so that when the time comes to use it, the stress of the situation is overridden by your training and practice.

To perform the Insta-Jump

Wait for your 60 second Gate Clock timer to end. When it hits 0, jump out to your exit cyno. You can use the sound of the timer ending as an additional indicator is you have sound on.

Step by steps below:

Have your cyno ready to light

Watch your blue timer in the top left corner. This is your decloak timer. Light your cyno about 10 seconds before decloak timer ends.

Right click fleet member who lit the cyno, go to Jump To Member then HOVER only over the jump to location. DO NOT click it at this point only hover.

As soon as the timer ends click the Jump To to cyno out.

The blue decloak timer is synced with the server ticks so when the timer hits 0 the game has you set as decloaked. This gives you a whole tick to input the Jump To command. If performed correctly your JF should not be able to be caught because it will be cynod out in the tick immediately after the decloak tick.

Low-Sec to High-Sec

Undocking from Low Sec stations is a vulnerable moment for JFs. If large ships undock behind you (Battleships, Capitals, etc.) or a cyno lights (indicates an incoming super drop) immediately dock up. If you have already initiated warp you must cancel your warp (Ctrl+Space) before you can dock.

Always undock and stop your ship first (Ctrl+Space). Once your ship as reduced to approximately 25% speed or less, and ensuring that your 10 second session change timer is completed, begin aligning your ship to the desired out-gate.

Once you have reached 3/4 impulse speed, then initiate warp to the gate.

Do this so you can dock up instantly if there is any sign of danger. Some low sec attacks happen very fast and needing to Ctrl+Space to stop your warp will typically end in your death.

Ensure that your Jump Fatigue Red Timer has expired before exiting a station, so that you can jump to an e-cyno in another system or back to your Low-sec cyno once reaching High-sec.

The High-Sec border gate should always be scouted as that is one area where JFs can die to a gank squad on the other side of the gate waiting to point your JF.

Null Sec

Null Sec has all the dangers of Low Sec but with the extra danger of interdiction warp disruption bubbles which can draw an incoming ship off course during warp to arrive tens or hundreds of kilometers away from the intended destination and if inside the interdiction bubble unable to warp to a safe spot or station. These bubbles are colloquially known as "Drag Bubbles" or "Catch Bubbles."

PushX policy is to never warp between stations or Upwell Structures in Null-sec to avoid being caught in a bubble. JF Pilots should cyno out to a nearby system before coming back, in the event of multiple contracts or deliveries inside of the same system with multiple structure.

Docking/Undocking

Docking and undocking from stations poses their own threats for haulers. PushX has corp books marks for insta-docks and insta-undocks. There are appropriate times to use each.

Docking/Instadocks

When a ship warps to a station it may not land within docking range of the station thus having to burn in and making the ship a target. You will be able to dock when your distance from the station is at 0km. This can be a problem when there is someone on the undock waiting to kill a hauler. Outside of Jita 4-4 gankers wait for vulnerable blockade runners to land for an easy and possibly juicy kill. An instadock will warp you directly into docking range every time so you can dock immediately upon exiting warp.

Undocking/Insta-undocks

Undocking can pose an issue when someone is outside of the station waiting to target you while your ships aligns to the outgate. An insta-undock is a bookmark directly in front of the undock of a station and is far out from the station undock usually 150km or farther. When you undock and warp to the insta-undock bookmark your ship will warp instantly and out of range. Freighters SHOULD NOT use insta-undocks. Freighters can be easily scanned down and a bumping ship can be warped to you and you'll have no where to dock.

Acceptable Risks

Risk is a part of EVE Online. No matter what you are doing or where you are there is always some risk, even if it is very minimal. Hauling involves risk too. Protecting your ships means understanding and managing the amount of risk involved when you accept and try to complete contracts. Where the risk is not considered to be "significant" for the type of ship you are piloting you are expected to complete courier contracts appropriate for the ship(s) that you fly unless an exception for you has been explicitly granted by a member of the Push Executive.

In the eyes of Push Industries "significant risk" applies only to situations where you are 80% sure that you WILL lose your ship trying to complete a contract. Risk is assessed on a contract-by-contract basis, not on a general level. Your assessment of risk MUST be based on recent kill mails from EVE Kill, Dotlan statistics, in-game map statistics or in-game scouts. In other words you must have hard evidence to justify not accepting contracts.

The following table provides a general overview of what amount of risk specific hauling ships can take on (by security status):

T1 Industrials

These should not be used in Push Industries as their tank is paper thin

Freighters

Slow and expensive, these ships should stay in high security space.

DST

Tanky and quicker than a freighter. Can carry high value in high sec. Can be used to go into scouted Thera systems.

BR

Designed to tackle the dangers of low security and lawless space, these ships are built to move through hostile space (low sec, Thera).

Jump Freighters

These ships can go anywhere there is a station to freely dock at.

Any other ship not listed in the table above should not be utilized for moving Push Industries contracts. Other ships such as covert ops ship or a tanked orca with a webber are not endorsed by Push and are not acceptable. There may also be a risk of removal from the corp if the risk was inappropriate for the route and collateral and a loss occurs.

Prevention

The best way to prevent the loss of your ship is not to take unnecessary risks. As a Pusher you have the right NOT to take any contracts where you believe there is a significant risk of losing your ship (see Acceptable Risks for a corporate definition of "significant risk") or that you feel are too difficult to complete. As a member of Push Industries you will never be punished for trying to protect your ships.

Other ways to prevent the loss of your ship include not carrying extra freight or cargo that could make the value of your total cargo really high, double-wrapping so that random ships cannot scan your cargo (not in freighters), not using low sec short cuts and not using the autopilot feature are all very good ways to minimize risk.

High sec systems to be careful of

Niarja

Uedama

Aufay

Isanamo

Josameto

Perimeter

Jita

Low sec systems that are very dangerous

Misaba

Arton

Sagain

Tama

Amamake

Egghelende

Hagilur

Kinakka

Old Man Star

Rahadalon

Rancer

Thera is a system where the general threat is usually low but can catch Pushers out. Utilising a scout is highly recommended to prevent landing in a bubble or undocking into a station camp that has just materialised. Having your own bookmarks in addition to the corp ones is recommended.